N3OW/events/dlc/ep3/ep3_travel_events_8.txt
2026-01-06 14:25:21 +01:00

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Text

namespace = ep3_travel_events
##################################################
# EP3 Travel Events
# by James Beaumont
#
# 8000-8009 To Belong Somewhere
scripted_trigger ep3_travel_8000_valid_prince = {
is_courtier_of = $PARENT$
is_adult = yes
age <= 25
is_married = no
could_marry_character_trigger = { CHARACTER = $CHILD$ }
save_temporary_scope_as = temp_prospective_prince
matching_gender_and_sexuality_trigger = {
CHARACTER_1 = scope:temp_prospective_prince
CHARACTER_2 = $CHILD$
}
trait_compatibility = {
target = $CHILD$
value >= medium_positive_trait_compatibility
}
}
scripted_effect ep3_travel_8000_a = {
scope:prince_parent = { add_courtier = scope:romantic_child }
marry_on_realm_law = {
SPOUSE_1 = scope:prospective_prince
SPOUSE_2 = scope:romantic_child
}
}
# To Belong Somewhere
# Young adult child falls in love and wants to stop travelling with you
ep3_travel_events.8000 = {
type = character_event
title = ep3_travel_events.8000.t
desc = {
desc = ep3_travel_events.8000.desc.intro
first_valid = {
triggered_desc = {
trigger = {
scope:romantic_child = {
ai_boldness >= medium_positive_ai_value
}
}
desc = ep3_travel_events.8000.desc.mid2.bold_child
}
desc = ep3_travel_events.8000.desc.mid2.timid_child
}
first_valid = {
triggered_desc = {
trigger = {
OR = {
has_relation_rival = scope:romantic_child
opinion = {
target = scope:romantic_child
value = low_negative_opinion
}
}
}
desc = ep3_travel_events.8000.outro.dislikes_child
}
desc = ep3_travel_events.8000.outro
}
}
theme = travel
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
has_trait = family_first
has_trait = diligent
has_trait = stubborn
}
}
animation = anger
}
triggered_animation = {
trigger = {
OR = {
has_trait = compassionate
has_trait = gallant
}
}
animation = wedding_happy_cry
}
animation = worry
}
right_portrait = {
character = scope:romantic_child
triggered_animation = {
trigger = {
ai_boldness >= medium_positive_ai_value
}
animation = beg
}
triggered_animation = {
trigger = {
ai_boldness < medium_positive_ai_value
}
animation = sadness
}
}
lower_right_portrait = {
character = scope:prospective_prince
}
cooldown = { years = 75 }
trigger = {
has_government = landless_adventurer_government
is_available_travelling = yes
is_location_valid_for_travel_event_on_land = yes
root.location.county.holder = { save_temporary_scope_as = temp_prince_parent }
any_child = {
is_courtier_of = root
is_adult = yes
age <= 25 # An adult but still young
save_temporary_scope_as = temp_child
scope:temp_prince_parent = {
any_child = {
ep3_travel_8000_valid_prince = {
PARENT = scope:temp_prince_parent
CHILD = scope:temp_child
}
}
}
}
}
immediate = {
save_scope_as = laamp
location = {
save_scope_as = location
county.holder = { save_scope_as = prince_parent }
}
random_child = {
limit = {
is_courtier_of = root
is_adult = yes
age <= 25
save_temporary_scope_as = temp_child
scope:prince_parent = {
any_child = {
ep3_travel_8000_valid_prince = {
PARENT = scope:prince_parent
CHILD = scope:temp_child
}
}
}
}
save_scope_as = romantic_child
scope:prince_parent = {
random_child = {
limit = {
ep3_travel_8000_valid_prince = {
PARENT = scope:prince_parent
CHILD = scope:romantic_child
}
}
save_scope_as = prospective_prince
}
}
}
scope:romantic_child = {
set_relation_soulmate = {
target = scope:prospective_prince
reason = soulmate_laamp_adventure
}
}
}
# Goodbye Susan
option = {
name = ep3_travel_events.8000.a
show_as_tooltip = {
ep3_travel_8000_a = yes
}
hidden_effect = {
scope:prince_parent = {
trigger_event = {
id = ep3_travel_events.8001
days = 1
}
}
}
scope:romantic_child = {
progress_towards_friend_effect = {
CHARACTER = root
OPINION = 50
REASON = friend_let_me_go
}
}
stress_impact = {
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
family_first = minor_stress_impact_gain
diligent = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
content = minor_stress_impact_loss
compassionate = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1.5
ai_compassion = 1.5
}
}
}
# Convince the young prince/princess to come with you!
option = {
name = ep3_travel_events.8000.b
trigger = {
scope:prince_parent = { is_ai = yes }
has_trait = eccentric
}
add_courtier = scope:prospective_prince
marry_spouse_1_dominant = {
SPOUSE_1 = scope:romantic_child
SPOUSE_2 = scope:prospective_prince
}
scope:prince_parent = {
progress_towards_rival_effect = {
CHARACTER = root
OPINION = -50
REASON = rival_laamp_stole_my_child
}
}
scope:romantic_child = {
progress_towards_friend_effect = {
CHARACTER = root
OPINION = 50
REASON = friend_let_me_go
}
}
stress_impact = {
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
gallant = minor_stress_impact_gain
compassionate = minor_stress_impact_loss
deceitful = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1.5
ai_vengefulness = 1.5
ai_compassion = 1.5
}
}
}
# Come along now child
option = {
name = ep3_travel_events.8000.c
if = {
limit = {
scope:romantic_child = {
ai_boldness >= medium_positive_ai_value
}
}
reverse_add_opinion = {
target = scope:romantic_child
modifier = hate_opinion
opinion = -25
}
}
else = {
reverse_add_opinion = {
target = scope:romantic_child
modifier = disappointed_opinion
opinion = -10
}
}
stress_impact = {
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
gallant = minor_stress_impact_gain
compassionate = minor_stress_impact_loss
deceitful = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1.5
ai_vengefulness = 1.5
ai_compassion = -1.5
}
}
}
}
# Roots of My Own
# Holder response
ep3_travel_events.8001 = {
type = character_event
title = ep3_travel_events.8001.t
desc = ep3_travel_events.8001.desc
theme = family
left_portrait = {
character = root
triggered_animation = {
trigger = {
OR = {
has_trait = callous
has_trait = sadistic
has_trait = family_first
has_trait = diligent
has_trait = stubborn
}
}
animation = anger
}
triggered_animation = {
trigger = {
OR = {
has_trait = compassionate
has_trait = gallant
}
}
animation = wedding_happy_cry
}
animation = worry
}
right_portrait = {
character = scope:prospective_prince
animation = beg
}
lower_right_portrait = {
character = scope:romantic_child
}
immediate = {
show_as_tooltip = {
scope:romantic_child = {
set_relation_soulmate = {
target = scope:prospective_prince
reason = soulmate_laamp_adventure
}
}
}
}
# A fine match!
option = {
name = ep3_travel_events.8001.a
ep3_travel_8000_a = yes
stress_impact = {
callous = minor_stress_impact_gain
sadistic = minor_stress_impact_gain
family_first = minor_stress_impact_gain
diligent = minor_stress_impact_gain
stubborn = minor_stress_impact_gain
content = minor_stress_impact_loss
compassionate = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = -1.5
ai_compassion = 1.5
}
}
}
# I forbid this wedding!
option = {
name = ep3_travel_events.8001.b
if = {
limit = {
scope:prospective_prince = {
ai_boldness >= medium_positive_ai_value
}
}
reverse_add_opinion = {
target = scope:prospective_prince
modifier = hate_opinion
opinion = -25
}
}
else = {
reverse_add_opinion = {
target = scope:prospective_prince
modifier = disappointed_opinion
opinion = -10
}
}
hidden_effect = {
scope:laamp = {
trigger_event = {
id = ep3_travel_events.8002
days = 1
}
}
}
stress_impact = {
content = minor_stress_impact_gain
honest = minor_stress_impact_gain
gallant = minor_stress_impact_gain
compassionate = minor_stress_impact_loss
deceitful = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1.5
ai_vengefulness = 1.5
ai_compassion = -1.5
}
}
}
}
# In Another Time
# Laamp notification
ep3_travel_events.8002 = {
type = character_event
title = ep3_travel_events.8002.t
desc = ep3_travel_events.8002.desc
theme = family
left_portrait = {
character = root
animation = disappointed
}
right_portrait = {
character = scope:romantic_child
animation = grief
}
# I'm sorry my dear
option = {
name = ep3_travel_events.8002.a
reverse_add_opinion = {
target = scope:romantic_child
modifier = love_opinion
opinion = 25
}
}
}
# Won't Be Missed
# Do some graverobbing?
ep3_travel_events.8010 = {
type = character_event
title = ep3_travel_events.8010.t
desc = ep3_travel_events.8010.desc
theme = travel
left_portrait = {
character = root
animation = survey
}
override_background = { reference = ce1_catacombs }
cooldown = { years = 15 }
trigger = {
is_landless_ruler = yes
is_available_travelling = yes
location = { has_holding = no }
is_location_valid_for_travel_event_on_land = yes
}
immediate = {
location = { save_scope_as = location }
}
# Oh boy, goodies!
option = {
name = ep3_travel_events.8010.a
duel = {
skill = intrigue
value = medium_skill_rating
25 = {
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
min = -49
}
min = 5
send_interface_toast = {
title = ep3_travel_events.8010.a.win
left_icon = root
add_gold = medium_gold_value
}
}
25 = {
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
min = -49
}
min = 5
send_interface_toast = {
title = ep3_travel_events.8010.a.lose
left_icon = root
reverse_add_opinion = {
target = location.county.holder
modifier = graverobber_opinion
years = 20
}
}
}
}
stress_impact = {
eccentric = medium_stress_impact_gain
lazy = minor_stress_impact_gain
ambitious = minor_stress_impact_loss
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1.5
ai_rationality = 1.5
ai_greed = 1.5
}
}
}
# I'm not risking that!
option = {
name = ep3_travel_events.8010.b
stress_impact = {
content = minor_stress_impact_loss
ambitious = minor_stress_impact_gain
}
add_piety = miniscule_piety_gain
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = -1.5
ai_rationality = -1.5
ai_greed = -1.5
}
}
}
}